Constructive Criticism
#401
Posté 16 mars 2011 - 05:33
The worst:
Scenarios reused WAY to many times.
Terrible encounter design (the way more and more mobs teleport into battle is really immersion-breaking).
Lack of a better camera to control your group.
VERY little happen based on your imported game from DA:O, and it's pretty much only aestethic. Cmon, not even a quest for a drunk king?
The bad:
Many filler side quests. What about using the perfect setup like... a drunk king?
Most of the times, you're only given the illusion of choice.
9 out of 10 times, not killing someone will only make them appear one hour later and you must kill them then.
Even worst with mages. They ALWAYS end up being abominations, so you start to wonder why let one live.
Lack of dialogues with followers, there's some good dialogue, but I really felt I could chat 10 times more with them.
Followers are build it such a way you pretty much ALWAYS need Anders and have plenty of useless rogues around (if you play a rogue you'll never use any of them). Add the fact that rogues dialogues are the best and you're forcing people to miss a lot of cool content.
The good:
The cross class combo system is cool.
class balance EXIST now (in DA:O mages where gods), but mages are still OP compared to the others.
The new art direction works better than the old generic looks.
The Qunari are now a much more interesting race. Making Sten a title makes sense and is a nice touch.
Some tactical choices still matter, specially when it comes to character building (god, I love Dispell and Crowd Control spells).
The great:
Some quests are trully amazing, specially the ones including your parents, elves & demons and a lonely qunari mage.
#402
Posté 16 mars 2011 - 05:33
Modifié par Noodlewidagun, 16 mars 2011 - 05:34 .
#403
Posté 16 mars 2011 - 05:33
HawXV2 wrote...
Re-used maps
...Really nothing to say here.
Enemy encounters
Why do they randomly appear? In Origins, you guys had it perfectly. Behind a door they would come streaming, or when you turn the corner, bam! Darkspawn! Now, they just...apear. Literally. I've defeated many a wave quickly, just to see a warrior phase through like Star Trek! Very immersion breaking.
The feel
It didn't feel as big as Origins, which is sort of a give-in. It's only based in Kirikwall, which is a setting that looks simply stunning, but it just has to have more places to go to. It loses it's epic feeling when you stay in one place. Expand upon it!
Enemy deaths
Some of these are just ludicrous. I stab a guy in the back and he explodes? What? This does feel a bit childish, and only leads to more immersion breaking.
Companions
What's that, Alistair? You're a bastard?! Oh noes! Leliana, that lady will KILL YOU! Add in some LI dialogue, BioWare! I really would've fallen in love with Isabella if she would've told me about life at sea, or Fenris if he would've explained about his Lyrium skin, or life in Tevinter. I think you guys did wonderful with the romance dialouge itself, but I would like to personally know them.
Friendly Fire toggle
Some of us want FF on levels like hard, where combat isn't as tough as NM, or as easy as normal. Personally, I hate it, but the people want what they want!
My main points as well. Especially the companion dialogs and interactions were something I really missed. I just wait for a note in my journal to pop up and tell me that I can have another conversation with someone. I said this before, it feels like a checklist, nothing like the friendly talks I had with my partymembers at the fireplace in DA:O. Yeah, not all of it was relevant, it didn't always move a quest forward or added approval, but friendly banter, personal history or romantic interaction just adds so much depth to a character, and this is something I am missing in DA2.
I would like to add:
The main character
I like how the story in Mass Effect is told. It is centered around Shepard and what (s)he is doing to save the galaxy, and it tells this story well so far. However, Dragon Age is a type of game were I prefer to have my own character. Even with the fully voiced dialog of Hawke, I preferred the character generation in Origins. The Warden was really my character, Hawke is not. I don't actively dislike Hawke, I just don't feel as strongly for him as I would for a character of my own creation.
#404
Posté 16 mars 2011 - 05:40
#405
Posté 16 mars 2011 - 05:45
Also bring back skills but expand on it.
Modifié par KennethAFTopp, 16 mars 2011 - 05:52 .
#406
Posté 16 mars 2011 - 05:54
- The main plot is too short and too predictable especially when compared to secondary quests
- The companions are well made but it is hard to develop any kind of relationship with them because there is almost no social intercourse. They talk to each other sometimes but they ignore me completely as their leader. You talk to them only during certain quests which are also rare.
-That leads to a lack of emotion in the game. If i don't get to know my companions i'm not really bothered about what happens to them... first time in a bioware game.
- Also there is no customisation for my companions. I like their style without a doubt but it makes the game very flat
- Because you cant really equip ur companions u have tons of garbage in ur inventory you can only sell. But then again it doesn't really give you an adequate amount of money. Also there is too much junk in the game...
- No more dialogue wheel, we want to think ourselves
- Boss Fights sometimes are not rewarded with adequate loot and are therefore not satisfying. Fighting half an hour and then getting junk... well....
- Kirkwall itself is completely lifeless. There should be a lot of refugees but sometimes its like a ghost town. The Design itself is very nice though.
- The re-use of the same levels again and again is really an insolence
- Importing savegames from origins should have more impact on the game
- Romances are superficial and very short. Even when your romance moves into your house you still see her at her old place most of the time. Furthermore are there almost no romantic actions apart from the quests. Your partner just stays the same as before as if nothing had changed. Don't cut out the intimate scenes, it's supposed to be a game for adult players, then handle it that way.
- Interaction: I wish I could have immediate interactions as in DAO - talking to them whenever I want to, getting to know each other a.s.o.;
- Guess people want to have more armors and weapons in the game... and maybe more sets
- The choice between companions and their classes is too limited... 1 tank... 1 healer...
- Choices u made should have more effect on the game. Dragon Age 2 is way too linear
- I like the faster pace in combat but not the overuse of splatter effects.The finishing moves in Origins had plenty more style. Sometimes DA2 seems very unrealistic and exaggerated which is okay to a certain point but not in this relation
- The lack of social skills especially during conversations like persuading... the conversation system ain't that bad but it's too simple and sometimes misleading. Even Mass Effect 2 did a better job on that.
Modifié par Athraxes, 16 mars 2011 - 05:58 .
#407
Posté 16 mars 2011 - 05:57
1st
Healers or should I call them heal when the one skill to heal is off CD.
- So the problem here is you cant really make a healer in DA2 , the whole "healer tree has ONE talent for healing?
- Sure anders has one healing skill of he`s own to make it total of TWO wow...
- I loved how challenging it was in DA:O to create a good healer and manage the tactics on him/her to make my healer powerful
I just get the feeling that you have tried to pump the difficulty up for us PC players by almost completely eliminating healing skills?
2nd
Kind of regarding the map design , when you decided to not add tactical view for PC it was because you wanted to give your map designers and artist more flexibility to do great levels and designs BUT
- All I am seeing is relatively empty spaces
- Super reused designs
- Nothing that makes even slightest WOW factor
So it just makes me wonder the lack of tactical view since you have definetly not made anything more amazing than in DA:O actually I kinda feel DA:O does look better.
3rd
Companions , npc`s and items in general
- Dumbed down to almost ME2 level , it just makes me sad to see my inventory full of great armors that my companions refuse to wear because they want to look good in their skimpy dresses...
- The star system is nice but it seems to have some flaws as I had to identical items with different name , but the one I had received earlier had two stars and the item I got later had 4 stars on it. And this is why think the tier system was better. The star system can actually be a bit misleading.
- Although most companions are interesting DA2 just lacks the feel of interaction with them when you can talk to them only when some magical trigger condition is fullfilled and this really brakes the immersion. I loved just how you could chit chat away with your companions in DA:O anywhere.
- Is it just me but does kirkwall just seem a bit empty and dull with so few that you can actually interact with?
4th
Quests and the way to approach them
- When going on a quest there is almost never or ok NEVER an optional way to complete it.
- I would have loved to see a way to speak yourself out of an situation
- Most quests were more than predictable , " go kill this and that "
- So the quests really offer no depth or variation at how you complete them and what you are required to do.
- I personally often tried out all dialogue options before having to resort to violence but it allways ended in the same a silly bloodbath because hey thats what Joe Gamer seems to want because boom headshot?
5th
The villains
- Maybe its because of the silly spawning mechanisms but at no point did I really feel scared or threatened by my enemies in DA2. Sure some of the encounters are hard but not in the right way. Being one shotted by some overpowered mob , or being unable to do annything because of the annoying knockback effects.
- Otherwise almost all enemies seemed pretty forgettable and boring. Unlike some of DA:O enemies.
- Also sometimes it felt more like mowing down grass instead of fighting against something evil. Mainly because I had no choise but to be the heroic meat grinder.
All in all a decent game but lacking so much compared to original DA:O. As a long time RPG player I l am saddened to see how this potentially great game has been made oh so well... dull and uninteresting.
Well at least Skyrim will come out this year GO GO true RPG. :innocent:
Modifié par ruttunenn, 16 mars 2011 - 06:32 .
#408
Posté 16 mars 2011 - 06:13
Trailers gave male Hawke a Charles Bronson look. A Bronson character would have been awesome.
Instead we get John Nettles, making the game feel like Midsomer Murders in Thedas.
The Boulton bloke is a fine voice actor - just the part was miswritten and miscast.
#409
Posté 16 mars 2011 - 06:16
#410
Posté 16 mars 2011 - 06:18
Cutscenes
There seem to be some problem with the pre-rendered cutscene videos. There aren't too many of them in the game, if you want to see for yourself look at the cutscene about the fighting in Kirkwall quite late in the game (quality-wise comparable to the video you get before the time jump in the demo). On the 360, they actually look worse than ingame graphics, most likely due to the fact that they are low quality. I'd recommend to use such videos only in high quality next time or render them live, like most other cutscenes in the game.
#411
Posté 16 mars 2011 - 06:20
Companions are one of the best things about Dragon Age, and I just felt a tiny bit disappointed with the interaction this time around.
With ME, It was so hard choosing between Ashley and Kaidan. It took me a while for who I should sacrifice and after I did (Kaidan) I realized that not only Shepard had a connection with him, but I had one too.
That is how I want to feel about my companions.
#412
Posté 16 mars 2011 - 06:29
Voiced Protagonist = Win. I didn't want it, Didn't think it would be good.
YOU PULLED IT OFF BIOWARE. I loved my Hawke far more than my Warden. The only problem was that Hawke was in a MUCH smaller and shorter game.
Please take your time for DA3.
LACK OF ITEM DESCRIPTIONS. Really small problem, not really needed for junk/loot items, but for special items? Named Items? Yes please, it adds a little bit to the overall world.
Combat was fast. Almost too fast. But it looked and felt great... until every enemy exploded into chunky giblets. Was this a BALDUR'S GATE 2 THROWBACK when every enemy that was destroyed EXPLODED?
If so, it went over everyone's head. Don't bring it back, please. We liked the deathblows. Give more of those. Yes it makes us lose control over our characters while they perform the animation, but it adds a lot to the visual appeal of the game.
A SATISFYING ENDING. DA2 had a terrible ending, worse than any Bioware game I have played. Yes it sets the stage.
Bioware, I thoroughly enjoyed DA2. It was not a perfect game by any means but it was a good game.
And please for the love of all that is good, don't return us to the silent protagonist again.
And yes, I like the linear storytelling setup far more than the tiresome "Here's 5 places to visit and do quests, [GATHER THE ARMY, or COLLECT THE ARTIFACTS] then you can continue the overall plot and beat the game." setup. Which I am really sick of.
The problem with the way it was done in DA2? The game was just TOO SHORT. Not enough stuff to do. The third act was really bad if you join the mages [but excellent if you joined the Templars].
Let me go down the list act by act.
First Act -
SIDE QUESTS - mostly good. The Qunari Mage quest is memorable and one of the best y'all have done in any sidequest. and sets the stage nicely.
MAIN QUEST - Not so good. You guys really should have had the characters spent more time in the 'thaig' to increase the overall suspense and the wrongness of the whole area, as well as giving us background as to how Dwarves 'actually' live.
I played DA:O and understood what was going on.
My wife did not play DA:O and was utterly lost.
Please keep that in mind in the future.
SECOND ACT:
Side Quests : really really good here. Serial Killer plot was absolutely ballsy. If you guys do something similar in the future, however, please be sure to include multiple endings. Yes, a certain character dies, but if by preventing it, another character [best friend or romance of the companion] died instead. I love hard choices.
By the way my Wife [not much of a gamer] had to put the game down at this point and didn't return to it for a few days. IT was that good!
Main Quest: Qunari. Awesome. This was the high point of the game for me.
Certain characters leave or turncoat.
I love a good narrative and the fact that I am NOT THE ALL KNOWING ALL OMNIPOTENT HERO. It's refreshing and brings life to my hero and his companions.
Third Act:
Sidequests - Some good, some bad. None live up to the previous two, really.
Main Quest - Here is where it falls apart.
The Templar side - Awesome. You guys must have done this one first because it makes the most sense.
The Mage Side - You guys really make Mages look bad and a lot of stuff happens like the Champion isn't there. The former I have no issue with as long as it's part of the story, but the latter absolutely SUCKS. The Champion is a huge hero and events happen just like in the Templar side, but make LESS sense.
The third act sucked if you sided with the Mages. Bioware, please spend more time on your future game's climaxes and deneoment, particularly if there are two different sides to choose from.
DA:O did not have that problem because there was no choice to make. DA2 made your choice irrelevant, [though it makes sense if you side with Templars, it makes NO SENSE if you side with Mages... there I said it again.]
All in all DA2 was an outstanding game, but it definetly needed more time or at least more programmers working on it. If it was polished, had no repetitious areas and the third act done better, it'd be destroying DA:O in terms of reviews and consumer appeal. Except among the diehard oldschoolers, of course.
I doubt anyone from Bioware will read this, but that's my constructive criticism.
#413
Posté 16 mars 2011 - 06:29
My biggest problem was the recycled areas. I usually don't mind it for secondary quests, but every main and companion quest should have a unique feel and area to it. For the sidequests and other fillers I don't mind. The areas were actually really nice for being reused a ton of times.
Another problem was how the city didn't feel alive to me. The npcs were nice, but it was kind of disappointing to see how the jump between the years barely affected the city. I would have liked to see hawke be able to influence the direction the city as going. For example, perhaps after act 2 you could chose to reinforce the city and make it more warlike or donate to it and make it more cultural. I think the game could have used more secondary systems to add depth.
The combat system was very well done in my opinion, though I do think the extent of aoe in nightmare is insane. I feel that targeted aoes should be the only ones that did friendly fire. Having a two hand warrior use scythe and gib your party members was horrifying. I also lament the fact that friendly fire is tied to nightmare, and not available in hard or normal.
The story and companions were awesome in my opinion. I hope to see *spoilers*
Fenris, Anders, Merrill, Varric and Isabella in the next game, Aveline is pretty much settled in, and Sebastian wasn't too interesting by himself, he would be too busy with starkhaven. Your siblings are already settled in with their respective orders. We do need more renegade type companions. Most of these seemed chaotic/lawful good. Fenris being the only one to be less empathetic.
* end spoilers
As far as aesthetics go, I really only disliked how every enemy exploded on death. I think lowering its rate of occurence would actually make it more satisfying. Maybe limit it to when your character crits or something. It was like watching the crazy 88 scene from kill bill.
Also how the waves just appeared seemed to break immersion a bit. Coming out of thin air doesn't lend itself to the rpg experience.
#414
Posté 16 mars 2011 - 06:31
What I enjoyed the most:
-What this game did best (at least for me) was the way you handled the dominant personality aspect of the dialogue. By the second act I really felt like my snarky Hawke was an actual fully fleshed out character that was written specifically that way. I don't think that any other RPG has come close to achieving that. I think ME3 would greatly benefit from what you guys did. But with that said I feel like the aggressive Hawke dialogue choices could have melded better with the snarky/nice choices (which to me flowed very nicely together). A highlight for me was the snark off I had with *spoilers* Alistair...it was a snark battle for the ages.
-The Story. You guys were particularly effective in creating this hostile political climate that was on the verge of exploding. Playing a character amidst such turmoil was great.
-Mage combat was extremely satisfying. This is coming form someone who couldn't stand playing a mage in Origins.
-Party banter. Just lovely.
-The game looked beautiful. I loved the art direction and the lighting was aces in my book.
-Qunari. Love what you guys did with them. Love it.
What I didn't enjoy:
-Party interaction. Well it's not that I didn't like it I just felt like there was room for improvement in that department. I did like player housing but I didn't like that you had to actually get a quest to interact with your teammates, they felt brief and only left you wanting more. Although they were well written I never felt the same attachment to my new compatriots as I did to the ones in Origins (except for Variic and Aveline, classic Bioware characters In my opinion). I feel like I felt more for Alistair and Morrigan just at Lothering than I did for most of these new chaps at the end of the game. And even though I managed to tame the wild Isabella in my play through I never really felt I knew her...she like boats, sex, and drinking. For me this is what made Origins so great, it wasn't the combat that kept me wanting to play, it was my buddies traveling with me and unraveling their stories.
-The 'junk' items. The way these were implemented kinda cheapened the RPG experience for me. You guys made it too convenient. By classifying and organizing the trash loot, even going so far as putting a 'sell all junk' button you guys might have well gone the extra step and not incorporate trash loot all together (it would not have been missed). The lack of variety and ease of disposal just made you realize how pointless that aspect of loot is. All it ended up being was backpack space filler (which we didn't even need much of since a lot of gear couldn't be used by our class).
-The staggering amount of quests you can have at one given time. This was really a problem for me in act 1. I have so many people to kill, people to meet, things to deliver going on at the same time I hardly knew who or what I was doing these things for. By the time I got to my 8th or so quest I wouldn't even remember why I had to kill a group of so and so. However, by act 2 I learned to only just pick up a couple of quests do those and rinse and repeat. It became a much more satisfying experience that way. It's proably just me though.
-While I did enjoy the combat, the endless waves of unimportant enemies did get a bit tiresome. I think I would have enjoyed smaller but more varied/challenging groups of enemies. It was harder to plan a strategy when enemies just start popping out of nowhere.
-Lack of finishing moves! I remember reading you're guys' reasoning for leaving them out and it was a completely valid one. But man I really miss those, it added so much more flair and style than a million exploding torsos. I would LOVE to see that return.
Anyway, I'm gonna stop there. I could go on since there are a lot more things that I loved/hated but those are the ones that stick out for me. I had a lot of fun playing and I am looking forward to DA3 but I know you guys are capable of so much more.
Edit: alright, that wasn't brief..at all.
Modifié par Cobra Salad, 16 mars 2011 - 06:53 .
#415
Posté 16 mars 2011 - 06:34
Rocambole4 wrote...
Followers are build it such a way you pretty much ALWAYS need Anders and have plenty of useless rogues around (if you play a rogue you'll never use any of them). Add the fact that rogues dialogues are the best and you're forcing people to miss a lot of cool content.
Well. As my first char was mage I played the game through with my own mage as healer by giving the char spirit healer specialization- then it was possible to leave Anders away from the group. I dislike Anders so much in this game that I try now on my second playthrough as warrior somehow manage without him. It will be tough though.
There is a point in your comment in terms of healers. When playing with other classes dragging Anders along is really somewhat needed and as there are variety of options in other classes its quite a shame. One healing spell as said later in this chain is not often sufficient in hard and nightmare - also lack of other methods of revival other than limited revival potions makes it quite tough. In Origins specialisation point allowed you to avoid dragging Wynne everywhere if you also needed mage capable in dps or cc. Anders is of course capable also for such tasks but only one option as healer is hardly providing variability.
In general what I otherwise like in this game is that I use far more variable group throughout the game than in Origins, but now with this warrior playthrough I may have to drag Anders along in harder fights despite my total dislike of the character in DA2 (still want to highlight that Awakening Anders is my personal favourite character of all Dragon Age world).
Also I would like to say that as I finished my first playthrough I started another game straight away - this should demonstrate that I really enjoy playing this - with warts and all.
#416
Posté 16 mars 2011 - 06:35
#417
Posté 16 mars 2011 - 06:40
#418
Posté 16 mars 2011 - 06:43
ruttunenn wrote...
So far the things that has been bothering me in addition to what has allready been posted is this:
1st
Healers or should I call them heal when the one skill to heal is off CD.
- So the problem here is you cant really make a healer in DA2 , the whole "healer tree has ONE talent for healing?
- Sure anders has one healing skill of he`s own to make it total of TWO wow...
- I loved how challenging it was in DA:O to create a good healer and manage the tactics on him/her to make my healer powerful
I just get the feeling that you have tried to pump the difficulty up for us PC players by almost completely eliminating healing skills?
:innocent:
My impression about healing here is not exactly that. I feel that they chose to make heals matter, so you cannot chain heal and your tank doesn't die in 3s without healing too.
It allows your healer to keep mana so it won't chew on pots, and also the CD time mean having non-healing spells is actually an option. My anders was a healer/Dispell/CC guy.
To me Anders have a fair amount of healing, specially if you also take imp. force field to keep people alive while heals are in CD.
The problem is, the "healing" tree is only realistic if you add Anders special tree (or make your char a spirit healer). The baseline heal tree NEED heal, group heal (or a second heal so you can heal 2 targets - regenerate from DA:O would be OK) and rez at least if we're supposed to be able to NOT use Anders all the time.
I like Anders. But having one less group slot to choose is kinda boring.
#419
Posté 16 mars 2011 - 06:45
To the start i got to say, that Dragon Age II is a good game, but there are several ... disturbing Things like the new Interaction with the Partymembers. You can´t have a deeper Relationship, cause u can only talk to them a half dozent times in the whole game, and that is kinda sad ´cause the Partymembers are so great und interesting. My Femhawke for Example was in love with Merrill, and the few Scenes, which took reference on that were amazing, but they were not enough. I mean one time in Bed, and she moved to my house, but my Char couldnt talk to her bout this at all. I miss the Relationships in origins, so couldnt we get back to this kind of storytelling?
All other Points don´t bother me to much. Ok the Levelrecycling is not too good, but not too bad too.
The Fights are too spectacular without a need (a single arrow, and the whole Body explodes???) but that looks good. <--- Matter of Flavor
Bugs <--- i guess there will follow a big Patch
ok that vwere my main Points, i hope it´s gonna be heard and is of use for further Games/addons.
#420
Posté 16 mars 2011 - 06:46
#421
Posté 16 mars 2011 - 06:47
Combat: The action...also wrong, it was relatively grounded in Origins, now my character can powerslide 5 yards to shield bash an enemy in full plate, or can do a standing 40inch vertical for Might Blow (also in full plate but this time with a 4 foot 2 hander). All of the physics and animations for combat have completely lost touch with the way real people move.
I don't want ninjas (mage's twirling their staves like kung fu warriors isn't cool either), I things more grounded.
While on combat, the waves and waves of enemies is just lame, figure out how to do combat without it, it felt like a lame fallback tool to extend combat and simply was not enjoyable.
The CDs on Healing and potions are annoying and slightly too long.
Gear: The extremely limited equipment, 3 sets of gear, 1 for each act, really? It couldn't get any lamer than that, it's so dumbed down it's almost offensive, HERP DERP Act 2 bettah start collecting act 2 gear. Aside from that there are a few other pieces worth using, and while some of the armor looks great it's just very, very limited. In Origins you wore different sets of heavy plate based on the different roles, or even player preference, here it's just Act 3: wear this. The variation in weapons was better but still not great.
Maps: There's really no excuse for reusing the exact same cave every single time.
Intro: There was no opening. You're just plopped right into combat, who was Hawke before the blight, how about meeting some of the people in Lothering, NOPE THAT'S NOT ACTION, KILL DARKSPAWN NAO. Epic stories start with humble beginnings, I realize we weren't going to have 6 origin stories in this one, but why not just one that lets us begin our connection with Hawke before being thrust into fleeing the Blight. If you hadn't played the first would you even remotely care what happened to Lothering? No because you were never there and had zero investment. Did anyone care that Father Hawke died during the fleeing? Nope because you never saw it.
Companions: not having a central location in which to meet and talk with them was annoying, I can understand there's no need for everyone to be at camp when we're in the city, but have them come to ME and if more than one needs to talk have them line up at my house or something.
Time: The time transitions were meaningless since Kirkwall remained so static, 3 years? Bullcrap, 3 months? Yeah, maybe. Nothing changed in the time gaps. Also, it was 7 years, not 10, don't lie.
The good: the crafting is improved...um....it's kinda better looking in some parts. I like the story well enough, and the companions, but the mechanics and general execution of the game came off and rushed, minimalist and not in the same style I was expecting.
#422
Posté 16 mars 2011 - 06:48
- Reused maps. I can understand if I get the same map a few times for a random encounter like in DA1. Also I expect to go back to the same place if I get a new quest for the same place. But in DA2 this is done completely wrong. Using the same map(s) over and over and just blocking off certain passages to create an illusion of being in different places just fails. By the time I got to act 3 I was almost ready to just stop playing there and then because it felt like I was watching the 10th rerun of some old tv serie.
- No armor customization for companions. This is an integral part of rpgs to me. So the easy solution in DA2 is disappointing. I prefer the DA1 system. One thing I like with the new system is that armors have two stat reqs instead of just one as in DA1. This encourages you to make a bit more rounded characters. At least it's positive that you didn't just throw the whole gear system out the window like in ME2. Now that was a big slap in the face. It also feels really lame that 2 out of 3 vendors are selling gear you can't use for Hawke. Might as well just have one armor vendor and have him/her sell only gear for your class.
- Dialogue wheel. The comment you think you're going to say judging by the short text shown in the wheel is often misleading. In the end I just ended up picking what I'm saying from the emotion icon instead of trying to guess what the text would translate into.
- Lack of an epic story. There's no main story on DA2 except for just being Hawke. Most of the game seems to consist of finding all the questgivers and performing all their tasks and see what shows up next. Then you suddenly find yourself in the middle of some "big" event that's just forced on you for no specific reason. DA2 feels like the old saying about trilogy movies. The second movie is always just a filler and that pretty much sums up my feelings for DA2. The cutscene at the end of the game was the most interesting part. The best story being told in the whole game is the cutscenes with Varric and the seeker.
- This deserves a point for itself: Why do almost every single mage in the game that runs into the slightest problem become an abomination? Seriously? During Act 3 I half expected to find a mage turned abomination because he got a splinter in his finger.
- Waves of mobs. This works in some situations. I like the encounters in Kirkwall during nighttime when reinforcements come rapelling down from the surrounding houses and so on. But in other situations it breaks the immersion when mobs just appear out of thin air. And when almost every fight have waves it gets old. I believe it would be better if the waves are the surprise instead of the norm.
- class specialisations: Seems logical to me that picking Templar or Blood Mage specialisations would at least have some impact ingame.
- Junk items. Why bother? Just give me the gold if all I can do with it is drag it off to a vendor and sell it anyway. Meaningless inventory fillers is meaningless. Junk items are only interesting if they at least have some description or can be used for fun. I mean how many bottles of potent moonshine do I have to find before I can drag Isabela off to my house and have a real party? ;-)
- Inventory. Where did the all category go?
I believe this concludes my attempt at constructive criticism.
#423
Posté 16 mars 2011 - 06:53
Rocambole4
Followers are build it such a way you pretty much ALWAYS need Anders and have plenty of useless rogues around (if you play a rogue you'll never use any of them). Add the fact that rogues dialogues are the best and you're forcing people to miss a lot of cool content.
...
class balance EXIST now (in DA:O mages where gods), but mages are still OP compared to the others.
Not sure if this thread is for debating or just declaring our own views. If not, then I apologize. As to the poster above: I agree with almost all you said except for those two comments where I'm almost of the opposite opinion. But I think that reflects well on how the difficulty completely changes the experience in DA2. For both good and bad.
You see, in Nightmare, a well-built rogue is all but vital. And I don't mean the traps. Setting up with the cross class combos, a rogue can achieve hits in the range of 3000-6000 (x2) already at mid-game. The best single hit I've seen yet is 10500 dmg and I'm not in endgame yet. *Nothing* comes even close to instantly eradicating a threat on the battlefield like a rogue does, basically making the enemy Assassins and Mages little more than a joke. It also leaves the other party members to focus exclusively on the fodder enemies, which sums up as a far greater overall power. Additionally, rogues have utility abilities beyond other classes, such as AoE obscure. I won't get into the details, but trust me rogues are definitely useful.
On the other hand, I feel that mages are borderline underpowered in DA2. Their AoE's are pratically useless in Nightmare since they're too weak to do meaningful damage to the enemy, too strong against your own people with friendly fire, and in general only manage to consume mana and screw up aggro. A single 2h Cleave toon is 100 times more powerful, more reliable, more accurrate and even with a faster reload as an AoE than the mage. My Nightmare mages are little more than healers and utility support roles, attempting their best to set up cross-class conditions for the warriors and rogues, paralysing adds and shielding friendlies. In fact, considering the slow cooldown period of heal, I've been thinking about making my next Nightmare run without a mage at all.
Anyway, that's all I had to add.
Modifié par Zan Mura, 16 mars 2011 - 06:54 .
#424
Guest_DSerpa_*
Posté 16 mars 2011 - 07:15
Guest_DSerpa_*
There is way too much crap in the inventory. The junk items are a waste of space and aren't worth much money, but I still feel obligated to loot them. Treasure chests aren't exciting because there's usually only crap inside of them. When I kill a boss and loot his house, I'd like to find a big pile of sovereigns or maybe a powerful bow. Not frayed rope and pantaloons--unless the boss is Zevran, in which case I'd expect to find frayed rope and pantaloons.
The trap detection range was also too small in my opinion. If you aren't leading the party as a rogue, you're likely to run right into every single trap long before whichever rogue you have in your party can detect them.
#425
Guest_PurebredCorn_*
Posté 16 mars 2011 - 07:38
Guest_PurebredCorn_*
add my two cents on what my immediate impressions are.
Characters
I feel that the interactions between followers and the PC
are some of the best that I’ve experienced in any Bioware game to date. And the
cinematic aspect of this game goes a long way to contributing to that. Though
assigning these interactions to locations rather than to the characters
themselves can be inconvenient at times, it does add a great deal more to the
depth of the exchanges. For instance, being able to chat with Varric after
denying him the piece of the statue would have felt awkward any place else
other than at the Hanged Man. Also being able to see followers interacting with
each other (Merril and Isabela playing cards, Anders and Varric having a
conversation, Aveline and Isabela arguing)was terrific and something I’ve
always wanted to see happen. So the minor inconvenience of having to go to
Merrill’s house or the Hanged man or Ander’s clinic was a small price to pay. The
banter while travelling around in the game is just priceless as well… some of
the funniest ever!
As deep as the interactions with the followers are I was
kind of surprised to find it lacking with the family members. For some reason
it felt as though less attention was paid to creating a connection between
Hawke’s brother(Bethany didn’t survive my first game) and mother than it was to
the other followers. The conversations that were available between Hawke and
her family members seemed to happen far less frequently, than with the
followers, if anything I would have expected more, considering they’re your
family and they’re living with you. [/i]I feel that if this kind of thing is going
to be included in a game then more attention needs to go into it because it honestly felt like the family was
tacked on to satisfy a particular story development rather than as a significant
part of the game itself.[/i]
Areas and Acts
The first act was a little overwhelming and not very fun for
me. It felt like one long string of side quest after side quest none of which
(with the exception of the deep roads expedition) was very satisfying. And half
the time I was being attacked by people and I didn’t know who they were or why
I was being attacked. To be quite honest
after the first few battles, it wasn’t even fun anymore. I buy Bioware games because of the story and
in the first act there wasn’t much of one, it felt like a big sandbox-y type
experience (sort of like Fable) and I’m not a big fan of that kind of
experience not for any length of time anyway. I would rather have fewer
encounters grouped together (like the first act in Origins) then all these
minor, unsatisfying, confrontations.
I think one way the first act would have been improved for
me is if more attention had been focused on the followers and family, fleshing
out their missions, and less attention to providing so many tedious side quests,
more quality missions and less quantity.
I’m aware that I didn’t
have to do the side quests, but if I hadn’t then there wouldn’t have been much
to the first act at all. My criticism is
that there was too much attention given to the side quest stuff and not enough
meat (story wise) in the follower quests to feel like they were anything more
than yet another[/b] side quest. [/i]
As far as the spawning in waves goes, it was annoying at
best. I prefer to encounter enemies as I travel further into an area, and to be
honest I feel like it was a cheap way of providing more enemies in a smaller
area.
As far as the “cut
and paste” complaints I’ve read regarding the appearance of areas and such, I
don’t care too much about that. I think it’s something a lot of companies do
and really don’t mind it and don’t feel that it had anything to do with what
made the first act feel like drudgery.
Story
Things were much better in the second and third acts. The
side quests were pared down quite a bit and the focus was more on the main
story, and the followers of which, as I said, are some of the best I’ve ever
encountered in any game. I felt the main story was engaging with no clear right
side or wrong side, very believable. I genuinely had a difficult time choosing
a side, and I played a mage! And though
I may have had a feeling of what might occur as things progressed, the story
never felt boring or predictable. I cared about what was going on in this story
and I could easily feel for both sides. I was so pissed at Anders! I like it
when a game makes me feel strongly about something it means it’s a good story.
Combat
The actual combat is a huge improvement over the first gameand
I’d just like to say… Force Mage ROCKS[/b]!
I’m so thrilled to have more exciting choices for mages this time around. I
wasn’t too thrilled with Arcane Warrior and Shape Changer in Origins, so
cookies go to whomever invented Force Mage.
And thank you so much for improving the Rogue as well. I had
Varric and Isabela with my Hawke through pretty much the entire game and there
were so many wonderful options for both ranged as well as backstabby rogues it
was hard to choose what to go with.
Hawke
I really enjoyed the addition of a voiced main character. It
helped me to form more of a connection to the character and it’s something that
I hope Bioware will hold on to should there be more Dragon Age games in the future.
I say this with the understanding that it probably means sacrificing race selection
in future games, and though that makes me die a little inside (exaggeration) I
believe it’s worth it.
I love… LOVE[/b], I tell you… the whole. .. I don’t
know what to call it, where based on your choices in dialogue (funny,
decisive/firm, and selfless) the personality of your Hawke is expressed in
various exchanges. I think its absolute genius and hope Bioware pursues this
much further. I love it when my own
character unexpectedly cracks me up!
Inventory
I felt this was improved. I don’t mind not being able to
change what the followers wear and it seemed a whole lot easier to sift through
all the stuff you pick up while travelling through the game. I think the addition
of being able to find upgrades for the companions was kind of cool too. I enjoyed the unique appearance of each
follower far too much to want to compromise that[/i]. I would even like to see
this taken further and have all the followers’ weapons be exclusive to them and
just locate upgrades for those as well.
The only criticism I
have regarding inventory (and it’s a big one but has more to do with the entire
game than just inventory) would be that the lettering for everything is way too small[/b]. I have to stand in front
of my TV if I want to be able to read anything (I have a smaller TV).
Overall feeling
If I was to compare this game to Origins I’d say, all things
considered about both, this game is comparable. As much as people like to
believe it was, Origins wasn’t perfect and got tedious in other ways.
I enjoyed DA2 and I
will play it again. The followers made the game enjoyable even when the actual
game play got tedious in the first part of the game and I’m glad for that
because it got me to the meatier and more enjoyable Acts that followed. I think
most of the changes to the game were indeed improvements and most of my
criticisms have to do with things that any game would have.





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